Sensing ball game machine

ABSTRACT

A sensing baseball game apparatus ( 10 ) has a game machine ( 12 ) connected to a television monitor ( 18 ). A hat input device ( 32 ) is provided with an acceleration sensor. An acceleration signal is transmitted by an infrared-ray LED ( 34 ) to an infrared-ray receiving part of the game machine ( 12 ) whereby the game machine ( 12 ) determines a moving speed of the bat input device ( 32 ) to calculate a moving parameter of a ball to be batted. Accordingly, a batted ball is moved in the game scene according to the parameter.

FIELD OF THE INVENTION

This invention relates to sensing ball game apparatuses. Moreparticularly, the invention relates to a novel sensing ball gameapparatus to be played by using actual ball game tools, such as bats,balls and rackets, to cause a change in a display image, particularly ina ball character, on the television monitor due to the movement of sucha tool.

PRIOR ART

For playing a baseball, a vast ground is needed to enjoy an actual ballgame of this kind. Besides, many other athletes must be gatheredtogether. There encounter difficulties in readily enjoying an actualball game.

On the other hand, ball games, such as baseball and soccer games, amongtelevision games, have been recently placed in practical use in order tooffer ready enjoyment of the ball game. In the television game of thiskind, a video game console loaded with game software is connected to atelevision monitor, to display a baseball or soccer ground on themonitor screen. The game player is allowed to manipulate the switchesprovided on a controller, in controlling a moving character on thescreen, e.g. a bat, ball and athlete.

In the conventional television ball game, the game player merelyoperates the operation switches without actually swinging a bat orkicking a ball. This makes the ball game short of realistic feeling ingame play.

SUMMARY OF THE INVENTION

Therefore, it is a primary object of the present invention to provide anovel sensing ball game apparatus for enjoying a ball game with arealistic feeling while using a television monitor.

Another object of the invention is to provide a sensing ball gameapparatus for playing a game while using a television monitor, actualgame tools or the analogously formed game tools.

Another object of the invention is to provide a sensing game apparatushaving an actual game tool or the analogously formed game tool, to inputan acceleration-correlated signal so that a game scene displayed on themonitor is changed on the basis of that signal.

A sensing ball game apparatus according to the present invention is forplaying a ball game by displaying at least a ball character on a screenof a television monitor, comprising: an input device to be moved in athree-dimensional space by a game player; signal output meansincorporated in the input means to output an acceleration correlatedsignal according to an acceleration upon moving the input device in thethree-dimensional space; and a game processor for receiving theacceleration-correlated signal and causing a change in the ballcharacter displayed on the screen.

The input device is moved in the three-dimensional space by the gameplayer. In the case of a bat input device or racket input device forexample, the player holds and swings it. Meanwhile, in the case of aball input device, the game player makes a pitching action while holdingit in the hand. The input device is provided with an acceleration sensorutilizing, for example, a piezoelectric buzzer. When the input device ismoved, the acceleration sensor outputs an acceleration-correlatedsignal. The acceleration-correlated signal is transmitted to the gameprocessor through a wire or wirelessly.

The game processor determines a moving speed of the input device on thebasis of the acceleration-correlated signal, and computes parameters fora moving speed, direction and the like of a hit back ball on the basisof the computed speed, timing, ball course or the like. The ball ismoved in the game scene according to the computed parameters.

According to the invention, the ball game can be played while displayinga game scene on the television monitor. Accordingly, the game can bereadily enjoyed as in the television game. Moreover, because the gameplayer actually moves the input device in the three-dimensional space tocause any change in the ball on the screen, it is possible to providethe game player with a realistic feeling of playing an actual ball game.

The above described objects and other objects, features, aspects andadvantages of the present invention will become more apparent from thefollowing detailed description of the present invention when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustrative view showing an overall structure of a sensingbaseball game apparatus according to an embodiment of the presentinvention;

FIG. 2 is an illustrative view showing an example of a game screendisplayed on a television monitor in the FIG. 1 embodiment;

FIG. 3 is a block diagram showing the FIG. 1 embodiment;

FIG. 4 is an illustrative view showing an interior structure of a tippart of a bat input device in the FIG. 1 embodiment;

FIG. 5 is a circuit diagram of the bat input device;

FIG. 6 is a waveform diagram of various parts showing operation of thebat input device;

FIG. 7 is a flowchart showing an operation that the game machine, orgame processor, takes in a rotation speed of the bat input device in theFIG. 1 embodiment;

FIG. 8 is a flowchart showing an operation upon swinging of the batinput device in the FIG. 1 embodiment;

FIG. 9 is a modification to the FIG. 1 embodiment, as an illustrativeview showing a competition-type sensing baseball game apparatus;

FIG. 10 is a block diagram showing the FIG. 9 embodiment;

FIG. 11 is an illustrative view showing a ball input device, togetherwith a structure thereof, in the FIG. 9 embodiment;

FIG. 12 is a flowchart showing an operation of pitching using the ballinput device in the FIG. 9 embodiment;

FIG. 13 is another embodiment of the invention, as an illustrative viewshowing a competition-type table-tennis game apparatus;

FIG. 14 is an illustrative view showing an example of a game screendisplayed on the television monitor in the FIG. 13 embodiment;

FIG. 15 is a block diagram showing the FIG. 13 embodiment;

FIG. 16 is an illustrative view showing an example of a racket inputdevice used in the FIG. 13 embodiment;

FIG. 17 is a flowchart showing an operation of swinging the racket inputdevice in the FIG. 13 embodiment; and

FIG. 18 is an illustrative view showing an example of a game screen in asensing table-tennis game to be played in a modification to the FIG. 13embodiment.

BEST MODE FOR CARRYING OUT THE INVENTION

A sensing baseball game apparatus 10 as an example of the presentinvention shown in FIG. 1 includes a game machine 12. This game machine12 is supplied with a direct current power through an AC/DC adapter 14.This, however, may be replaced with a battery 15. The game machine 12 isfurther connected to an AV terminal 16 of a television monitor 18through an AV cable 20. The game machine 12 includes a housing having,thereon, a power switch 22 and three operation keys 24, 26 and 28. Thedirection key 24, e.g. a cross key, is used, for example, to instruct adirection of a game character on a display screen of the televisionmonitor 18 or move a cursor for menu selection. The decision key 26 isused to determine an input to the game machine 12 while the cancel key28 is used to cancel an input to the game machine 12. The game machine12 is furthermore provided with an infrared-ray receiver 30. Theinfrared-ray receiving part 30 is to receive an infrared-ray signal froman infrared-ray LED 42 on the bat input device 32.

The bat input device 32 is formed, for example, of plastic, and has ashape, size or weight analogous to a bat for use in actual baseball.This device is to be moved in the three-dimensional space by gameplayer's actual swing. To play a sensing baseball game of thisembodiment, the game player holds the bat input device 32 at a grip partand swings the bat input device 32 just like in actual baseball. Bydetecting an acceleration or rotation speed of the but input device 32at that time, the game machine 12 causes a change in a game image beingdisplayed on the television monitor 18.

It is noted that the shape, size or weight of the bat input device 32may be desirably modified for safety in consideration of it as a toy.However, the bat input device 32 has an interior made hollow in at leastone part thereof, to incorporate therein an acceleration switch, anacceleration sensor, etc. hereinafter referred.

In the sensing baseball game apparatus 10 of FIG. 1, a game scene forexample shown in FIG. 2 is displayed on a screen of the televisionmonitor 18. The game screen includes a still image (text screen) showinga baseball ground displaying therein a pitcher character a41 and otherathlete characters a42. The pitcher character a41 at least is displayedas a moving-image character (sprite). Instead, all the athletecharacters on the screen may be displayed as sprite images.

In the game screen, a pitcher character a41 pitches a ball character(hereinafter, may be referred to merely as “ball”) a43 toward a homebase character a48. The ball a43 is also a sprite image that movestoward the home base character a48 in accordance with a pitch action bythe pitcher a41. The game player swings the bat input device 32 (FIG. 1)in a manner of hitting the ball a43. Note that the home base charactera48 is displayed as a text screen.

In the game machine 12, when the player actually swings the bat inputdevice 32, a signal from the acceleration switch or acceleration sensor(hereinafter referred) is transmitted as an infrared-ray signal from theinfrared-ray LED 34 to the infrared-ray receiver 30. The ball a43 ismoved toward the pitcher a41 or another athlete a42 as if the ball a 43was hit back by the bat, according to timing the bat input device 32reaches a predetermined moving speed and a position of the ball a43 onthe screen. It is discriminated, according to a position where the balla43 has moved to, whether gained is a hit (home run, three-base hit,two-base hit, one-base hit), foul, fly ball, grounder, out, safe or thelike. However, where there is a deviation between the position of thebat when the bat input device 32 is swung and the position of the balla43 on the screen, a missed swing for example is recognized.

As can be understood from a reference to FIG. 2, on the game screen, aball speed display part a44, score display part a45, count display parta46 and runner display part a47 are further provided as required. Theball speed display part a44 is to display a speed of the ball a43pitched by the pitcher character a41. This, however, displays a ballspeed in accordance with a moving speed of a ball input device 64 (FIG.9) pitched by the game player, in another embodiment hereinafterdescribed. The score display part a45 displays game score in whatinnings in top or bottom. The count display part a46 is to displaystrike count, ball count and out count. The runner display part a47 isto display the runners now being on the bases.

FIG. 3 is a block diagram of the sensing baseball game apparatus 10 ofFIG. 1. On the bat input device 32, the carrier (carrier wave) generatedfrom a carrier generating circuit 36 is gated by an acceleration switch38. Consequently, when the acceleration upon swinging the bat inputdevice 32 is greater than a predetermined level, a carrier is suppliedto the infrared-ray LED 34 to drive the same. The acceleration switch 38may use a type which is turned on to output a signal when theacceleration of the bat input device 32 becomes greater than a certainlevel. For example, the acceleration switch may accommodate a weight fordisplacement within a cylindrical housing wherein the weight iselastically biased by a spring. When the input device is swung, acentrifugal force acts upon and displaces the weight against the spring,turning on the switch. In this case, by properly providing an elasticforce to the spring, it is possible to properly set whether to output anon signal at what degree of an acceleration applied.

An infrared-ray receiver 30 is provided on the game machine 12 toreceive an infrared-ray signal from the infrared-ray LED 34. Theinfrared-ray light receiver 30 demodulates a received infrared-raysignal and inputs it as an acceleration-correlated signal to the gameprocessor 40.

Although the game processor 40 may use an arbitrary kind of processor,this embodiment uses a high-speed processor having been developed andalready applied for a patent by the present applicant. This high-speedprocessor is concretely disclosed, for example, in Japanese PatentLaid-open No. 307790/1998 [G06F 13/36, 15/78] and the corresponding U.S.patent Ser. No. 09/019,277.

The game processor 40, although not shown, includes various processorssuch as a CPU, a graphic processor, a sound processor and a DMAprocessor. This also includes an A/D converter used in fetching analogsignals, and an input/output control circuit to receive input signalssuch as key operation signal and infrared-ray signals and suppliesoutput signals to an external apparatus. Consequently, the demodulationsignal from the infrared-ray receiving part 30 and the input signal fromthe operation key 24-28 are delivered to the CPU through theinput/output control circuit. The CPU executes a required operationaccording to an input signal and supplies a result thereof to otherprocessors. Accordingly, the graphic processor and sound processorexecute an image process and sound process in accordance with theoperation result.

The game processor 40 is provided with an internal memory 42. Theinternal memory 42 includes a ROM or RAM (SRAM and/or DRAM). The RAM isutilized as a temporary memory, a working memory or a register area anda flag area. Incidentally, an external memory (ROM and/or RAM) isconnected to the game processor 40 through an external bus. The externalmemory 44 is previously set up with a game program.

The game processor 40 executes, utilizing the above processors,operation and graphic and sound processes according to an input signalfrom the infrared-ray receiver 30 and operation key 24-28, and outputsvideo and audio signals. The video signal is a combination of a textscreen shown in FIG. 2 and a sprite image. These video and audio signalsare supplied to the television monitor 18 through the AV cable 20 and AVterminal 16. Consequently, a game image is displayed together withrequired sound (sound effect, game music) as shown in FIG. 2 on a screenof the television monitor 18.

With reference to FIG. 4 to FIG. 6, explanation is concretely made onthe bat input device 32 as one feature of this embodiment. FIG. 4 showsa tip portion of the bat input device 32 together with its interiorstructure. In the interior of the tip of the bat input device 32, aprinted circuit board 48 is fixedly attached parallel in plane with atip surface 46 by a boss 50 vertically standing from an inner surface ofthe tip surface 46. The printed circuit board 48 has a piezoelectricbuzzer 52 mounted in one surface, and on the other surface aninterconnect pattern constituting an electric circuit shown in FIG. 5including the piezoelectric buzzer 52. The infrared-ray LED 34 ismounted on the printed circuit board 48 and placed facing to a lighttransmission part formed in a tip-periphery side surface of the batinput device 32. Accordingly, the infrared-ray signal from theinfrared-ray LED 34 is outputted through the light transmission part andthen received by the infrared-ray receiving part 30 provided on the gamemachine 12, as was explained before.

The piezoelectric buzzer 52 is a piezoelectric ceramic plate 52 formed,for example, barium titanate or PZT having electrodes 52 b and 52 crespectively formed on the both main surfaces thereof, as well known oras shown in FIG. 5. This embodiment utilizes a piezoelectric buzzer 52as an acceleration sensor. That is, in this embodiment theacceleration-correlated signal generating means utilizes an accelerationsensor in place of the acceleration switch explained before withreference to FIG. 3.

More specifically, the piezoelectric buzzer 52 is attached parallel, inplane, with the tip surface 46 of the bat input device 32. When the batinput device 32 is swung by the game player, the tip is acted upon by astrongest centrifugal force. Consequently, the piezoelectric plate 52 aof piezoelectric buzzer 52 is deformed by the centrifugal force, causinga potential difference between the opposite main surfaces of thepiezoelectric plate 52 a proportionally to the deformation. Thepotential difference varies depending upon a stress (centrifugal force)received by the piezoelectric plate 52 a. If the stress is great, thestrain, or potential difference, is great while if the stress is small,the strain, or potential difference, is small. In other words, thepotential difference caused on the piezoelectric buzzer 52 variesdepending upon a speed or intensity of swing of the bat input device 32by the player. Accordingly, it is possible for this embodiment toutilize the piezoelectric buzzer 52 as an acceleration sensor.

The potential difference caused on the piezoelectric buzzer 52 isprovided to a base of a transistor 54. Consequently, the transistor 54conducts at a conductivity in accordance with a magnitude of thepotential difference. Those of the piezoelectric buzzer 52 shown at aleft in FIG. 5, the accompanying circuit elements and the transistor 54are referred to as an acceleration sensor 56.

The collector output of the transistor 54 is inputted to a modulationpulse generating circuit 58. The modulation pulse generating circuit 58includes a capacitor 59. The capacitor 59 is charged with electriccharges in amount corresponding to the conductivity of the transistor54. That is, because the transistor 54 and capacitor 59 form a commoncurrent route, the conductivity of the transistor 54 when greatincreases the current flowing through the transistor 54 and decreasingthe charge current flowing to the capacity 59. Conversely when theconductivity of the transistor 54 is small, the current flowing throughthe transistor 54 decreases and the charge current flowing in thecapacitor 59 increases. The charge voltage on the capacitor 59 isdiscriminated in level by a transistor 60. Consequently, the transistor60 at an emitter outputs a pulse having a pulse width depending upon amagnitude of the charge voltage to the capacity 59.

The modulation pulse from the modulation pulse generating circuit 58 isapplied to a carrier generating circuit 62. The carrier generatingcircuit 62 generates predetermined frequency of a carrier (carrierwave). Consequently, the carrier generating circuit 62 has an output asa signal having the carrier modulated by a modulation pulse. Themodulated signal acts to operate a switching transistor 63. In response,the infrared-ray LED 34 flickers according to the modulated signal, andthe infrared-ray LED 34 outputs an infrared-ray signal in accordancewith that signal.

It is assumed with reference to FIG. 6 at the bat input device has anacceleration varying as shown in FIG. 6(A). Following the accelerationchange, a voltage signal as shown in FIG. 6(B) is outputted from thepiezoelectric buzzer 52. When the voltage signal exceeds a determinationlevel as determined by the transistor 54, the transistor 54 is placed inconduction, i.e. gate is opened. As was explained before, a modulationpulse having a pulse width nearly in reverse proportional to a magnitudeof the acceleration, or a voltage signal from the piezoelectric buzzer52, is outputted from the modulation pulse generating circuit 58, asshown in FIG. 6(C). Although the carrier generating circuit 62 generatesa carrier as shown in FIG. 6(D), the carrier is modulated by themodulation pulse. Accordingly, an infrared-ray signal as shown in FIG.6(F) is outputted from the infrared-ray LED 34.

The infrared-ray receiver 30 (FIG. 3) provided on the game machine 12receives such an infrared-ray signal and demodulate it to obtain amodulated signal as shown in FIG. 6(G). This demodulated signal isinputted to the game processor 40 through the input/output controlcircuit (not shown). Consequently, the game processor 40 calculates aspeed of a swing of the bat input device 32 by the game player, i.e. arotation speed of the bat input device 30, on the basis of thedemodulated signal of FIG. 6(G).

FIG. 7 is a flowchart for calculating a rotation speed. This flowchartshows an interrupt operation to be executed each time a front edge of ademodulated signal comes as shown in FIG. 6(G). When a demodulatedsignal front edge is detected, the CPU (not shown) included in the gameprocessor 40 reads in a count value (timer value) of a not-shown timercircuit. Next, the CPU resets the timer circuit in response to ademodulated signal rear edge. Consequently, the CPU knows a timer valuebetween the front and rear edges of a demodulated signal pulse.Accordingly, a reciprocal of the timer value (1/timer value) isdetermined as a moving or rotation speed of the at input device 32.

The moving or rotation speed of the bat input device 32 thus determinedis reflected in the movement of a batted ball, thereby causing a changein a distance or direction of the ball a43 (FIG. 2) in accordance with aswing speed of the bat input device 32.

Referring to FIG. 8, in the first step Si the game processor 40 (FIG. 3)causes a change in the shape of a pitcher character a41 and the shapeand position of a ball a43 such that, on the screen, the pitchercharacter a41 makes pitching to move the ball in accordance therewith.At this time, because the game processor 40 naturally displays a textscreen as well, a game scene shown in FIG. 2 is displayed on thetelevision monitor 18. Such a game image is generated by the graphicprocessor included in the game processor 40.

In the next step S2, the game processor 40 resets the rotation speedvalue retained in a rotation speed register (not shown) formed in theinternal memory 42 (FIG. 3).

Thereafter, the game processor 40 in step S3 takes in a rotation speeddetermined as in FIG. 7 and determines whether the taken rotation speedis “0” or not, i.e. whether the game player has swung the bat inputdevice 32 or not. If the game player has swung the bat input device 32,the rotation speed is not “0” and the process proceeds to the next stepS4. When the rotation speed is “0”, the process proceeds to step S6.

In the step S4, the game processor 40 determines whether the rotationspeed taken in the step S3 is smaller than the value retained in therotation speed register (rotation speed<retained value) or not. In thebeginning of swing the bat input device 32, the rotation speed is low ascan be understood from FIG. 6(A). The speed gradually increases with theprogress of swing. Accordingly, in the step S4, “No” is determined.Consequently, game processor 40 replaces the retained value of therotation speed register with the rotation speed at that time. That is,the retained value of the rotation speed register is updated.

As the swing of the bat input device 32 proceeds, the rotation speedsoon reaches a peak and then gradually decreases. It can be determinedin the step S4 whether the rotation speed of the bat input device 32 hasreached a peak or not.

The game processor 40 then determines whether the ball 43 has reached acatcher position, i.e. a home base a48 position, on the game screen ornot. This can be determined by detecting whether the ball 43 in a depthposition of the game screen (to be known by the CPU) has moved to aposition assumed as a home base a48 or not. In this case, however, thereis a need to take into consideration a speed of the ball a43 (displayedin the speed indicating area a44 in FIG. 2).

The fact “YES” has not been determined in step S4 before reaching theball a43 to the catcher position means that a peak of the rotation speedhas not detected in the duration between pitching of the ball a43 by thepitcher a41 and reaching the ball a43 to the catcher position. In otherwords, this means a disagreement between the timing of swinging the batinput device 32 by the game player and the timing of moving the balla43, i.e. swing has been made after catching of the ball a43 by thecatcher. In this case, game processor 40 determines as “missed swing”.However, where the rotation speed remains “0” in the step S3, it meansthat the bat input device 32 has not been swung. In this case, the gameprocessor 40 determines as to strike or ball depending upon a ball a43reach position and established strike zone.

The steps S3-S5 are repeatedly executed at a proper time interval untilthe ball a43 reaches the catcher position. In this course, if “YES” isdetermined in the step S4, it means that the rotation speed due to swingof the bat input device 32 reaches a peak. In this case, the gameprocessor 40 in step S7 determines parameters of moving speed,direction, etc. in a reverse direction of the ball a43 hit back by thebat, or batted ball a43, according to a rotation speed, ball a43position (pitched-ball course), timing, etc. The ball a43 is movedaccording to the parameters thus determined. As a result, the gameprocessor, for operating section, executes determinations of hit or foulas explained before and determination of out or safe and the like.

According to the FIG. 1 embodiment, when the game player swings the batinput device 32 to a ball movement on the game screen, a rotation speedof the input device 32 is detected. In accordance with the speed andtiming, the ball is batted. Thus, the ball moves as a batted ball in thegame scene. In compliance with a position the batted ball reaches,determined is out or safe just like in the usual baseball game.Accordingly, in this embodiment, the game player facing the screen ofthe television monitor 18 may swing the bat input device 32. Thisprovides enjoyment of a reality feeling that could not have beenexperienced in the conventional television game. Moreover, the gameplayer may satisfactorily swing the bat input device 32 while readilyenjoying the game.

Incidentally, in the above explanation the acceleration sensor 56 (FIG.5) was incorporated within the hat input device 32 whereby a signalvarying in pulse width is outputted responsive to an acceleration fromthe sensor and, in the step S4, a peak is detected of a moving speed orrotation speed of the bat input device 32. However, where using theacceleration switch 38 of the type explained before with reference toFIG. 3, it is satisfactory to determine, in place of the step S4,whether or not a signal has been outputted from the acceleration switch.In this case, it is natural to omit the process concerning therotation-speed retained value as in the step S2 and S5. That is, whenusing the acceleration switch, a direction and distance of a batted ballis determined according to timing the acceleration switch 38 (FIG. 3)turns on and ball a43 position.

FIG. 9 is a modification to the FIG. 1 embodiment. This modificationuses a ball input device 64. When playing a sensing baseball game inthis embodiment, the game player holding the ball input device 64 in thehand makes a pitching action (imitative pitching), to move the ballinput device 64 in the three-dimensional space. The ball input device 64is provided with a direction switch 66. The direction switch 66 is todetermine a ball course, e.g. straight ball, curve ball, shoot or thelike. At a start of pitching action, one of direction instructingportions is turned on or none of the direction instructing portions areturned on. Furthermore, the ball input device 64 includes two switches68 and 70. The switch 68 is to instruct a start of a pitching action.The ball input device 64 is connected to the game machine 12 through aninput line 72. Consequently, the game machine 12 is inputted by a signalfrom an acceleration sensor 56 built-in the ball input device 64,similarly to the bat input device 32. That is, a voltage signal iscaused due to a movement of the ball input device 64 in thethree-dimensional space by the acceleration sensor 56 according to anacceleration, and delivered through the input line 72 to the gameprocessor 40. The game processor 40 determines a moving speed from theacceleration, to displace or move the ball a43 (FIG. 2) pitched in thegame scene on the television monitor 18, according to the moving speed.

FIG. 10 is a block diagram showing this embodiment, which is differentfrom the FIG. 3 block diagram in the following point. That is, the ballinput device 64 is connected to an A/D converter input of the gameprocessor 40 by the input line 72. The input line 72, naturally, has asufficient length for the game player to hold the ball input device 64in the hand and make a pitching action (imitative pitching). Three inputswitches 66-70 provided on the ball input device 64 are connected to aresistor-ladder circuit 74. The resistor-ladder circuit 74 outputs adistinctive voltage signal, according to an operation of the switch66-70. The resistor-ladder circuit 74 inputs a voltage signal to thegame processor 40 through the A/D converter. Consequently, the gameprocessor 40 is allowed to determine a switch or direction instructingpart operated at that time by the game player, according to a voltagefrom the A/D converter.

The ball input device 64 further possesses an acceleration sensor 56.The acceleration sensor 56 includes six piezoelectric buzzers 52 x 1, 52x 2, 52 y 1, 52 y 2, 54 z 1 and 52 z 2 in order to independently detectan acceleration in each of three axial directions X, Y, and Z, ashereinafter explained with reference to FIG. 11. However, thepiezoelectric buzzers 52 x 1, 52 x 2, 52 y 1, 52 y 2, 52 z 1 and 52 z 2are similar to the piezoelectric buzzer 52 of the bat input device 32shown in FIG. 4 and FIG. 5. Also, each piezoelectric buzzer 52 x 1, 52 x2, 52 y 1, 52 y 2, 52 z 1 and 52 z 2 has a separate piezoelectric buzzer52 and accompanying electric circuit including the transistor 54. Inthis embodiment, however, the acceleration signal (voltage signal) fromthe acceleration sensor 56 is supplied to the A/D converter input of thegame processor 40 through the input line 72. Accordingly, the output ofthe transistor 54 of FIG. 5 will be inputted, without change, to the A/Dconverter of the game processor 40.

Referring to FIG. 11, the ball input device 64 has a housing 78 formed,for example, of plastic in a hollow-sphere form. Totally sixpiezoelectric buzzers, i.e. two per axis sandwiching the origin (centerpoint of the ball input device), are fixedly provided, together withtheir accompanying circuits, within the housing 78. However, FIG. 11shows only 52 x 1, 52 x 2, 52 y 1, 52 y 2 and 52 z 1 wherein it isimpossible to show the piezoelectric buzzer 52 z 1 and the piezoelectricbuzzer 52 z 2 provided opposite with respect to the origin.

A pitch determining routine of FIG. 12 is started when the game playerturns on the input switch 68 of the ball input device 64. In the firststep S11 of the routine, the game processor 40 initially sets amoving-speed register (not shown) formed in the internal memory 42. Thatis, the register is reset with a retaining value of a curtain movingspeed.

In the next step S12, the game processor 40 determines moving speeds inX, Y, and Z axes directions, on the basis of the accelerations detectedby the piezoelectric buzzers 52 x 1, 52 x 2, 52 y 1, 52 y 2, 52 z 1 and52 z 2 provided two on each axis of the ball input device 64.Incidentally, in order to determine a speed from an acceleration, theacceleration may be integrated as well known. Herein, anX-axis-direction moving speed is determined as “x1+x2”, a Y-axisdirection moving speed as “y1+y2”, and a Z-axis-direction moving speedas “z1+z2”. Incidentally, x1, y1 and z1 as well as x2, y2 and z2 are,respectively, on-axis moving speeds on the plus and minus sides withrespect to the origin. These are detected respectively by thepiezoelectric buzzers 52 x 1, 52 y 1 and 52 z 1 as well as 52 x 2, 52 y2 and 52 z 2. In the step S12, an inner product is determined from themoving speed on each axis thus determined, and rendered as a movingspeed of the ball input device 64.

In step S13, it is determined whether the moving speed determined in thestep S12 is “0” or not. That is, it is determined whether the gameplayer has made an pitching action using the ball input device 64 ornot. If “YES” is determined in the step S13, the process returns to thestep S12.

When “NO” is determined in the step S13, i.e. when the moving speed ofthe ball input device 64 is not “0”, the game processor 40 in step S14determines whether the moving speed is smaller than the value retainedin the moving-speed register (not shown) (moving speed>retained value)or not. In a pitch action using the ball input device 64, the movingspeed usually is low in the beginning of pitch action and graduallyincreased. Consequently, the determination “NO” in the step S14 meansthe moving speed has not reached a peak. In this case, the retainedvalue of the moving-speed register in this step S15 is updated with amoving speed at that time, and then the process returns to the step S12.The determination “YES” in the step S14 means that a peak of the movingspeed has been detected. In this case, process proceeds to step S16.

In the step S16, the parameters of ball change degree, moving speed,moving direction, etc. are determined on the basis of each-axis rotationspeed, each-axis moving speed, time to the moving-speed peak, etc.

More specifically, a rotation speed is determined on the basis of themoving speeds on each axis sandwiching the origin. For example, if thereis a difference between the moving speeds z1 and z2 in the z-axisdirection, it can be considered that the ball input device 64 isrotating about the x-axis. Similarly, if there is a difference betweenthe moving speeds x1 and x2 in the x-axis direction, the ball inputdevice 64 can be considered rotating about the y-axis. If there is adifference between moving speeds y1 and y2 in the y-axis direction, theball input device 64 can be considered rotating about the z-axis.Consequently, an x-axis rotation speed is determined by “z1−z2”, ay-axis rotation speed by “x1−x2”, and a z-axis rotation speed by“y1−y2”. Furthermore, the moving speeds in the axial directions areretained in the moving-speed register. Also, a peak-reaching time can bedetermined by making reference to count value of a timer provided in thegame processor 40.

According to the parameters determined in the step S16, the gameprocessor 40 moves the ball a43 as a sprite image in the game scene ofthe television monitor 18 (FIG. 9). It is needless to say that thereal-time position of the ball a43 can be computed by integrating themoving speeds.

The use way and the operation accompanied therewith of the bat inputdevice 32 in the FIG. 9 embodiment are similar to those of FIG. 1embodiment. Accordingly, in the FIG. 9 embodiment, one game player isallowed to make a pitch action using the ball input device 64 while theother game player swings the bat input device 32, thereby enjoying acompetition-type sensing baseball game.

Referring to FIG. 13, a sensing table-tennis game apparatus 100 asanother embodiment of the invention includes a game machine 12, atelevision monitor 18 and an AV cable 20 for connecting between them,similarly to the sensing baseball game apparatus 10 explained above. Thegame machine 12 is further provided with a power switch 22, a select key24’ and a decision key 26, and an infrared-ray receiver 30′. An externalmemory 44 is installed with a program for a sensing table-tennis game.

This embodiment uses two racket input devices 80. The racket inputdevice 80 has an infrared-ray LED 34 and a serve switch 82. The switch82 is operated when putting a serve ball. The infrared-ray signal fromthe infrared-ray LED 34 is received by the infrared-ray receiver 30′ ofthe game machine 12. As explained later, the racket input device 80 hasa piezoelectric buzzer or acceleration sensor, similarly to theforegoing input device 32 and 64. The game machine 12 receives anacceleration signal from the acceleration sensor, to cause a change inthe ball a43 in the game scene shown in FIG. 14.

Referring to FIG. 14, the game screen displayed on the televisionmonitor 18 of the sensing table-tennis game apparatus 100, when in acompetition-type game, is split into upper-and-lower two screenportions. The upper screen portion displays an image as viewed from onegame player while the lower screen portion displays an image as viewedfrom the other game player. The upper and lower screens each display aball a43 and athlete characters a491 and a492 as sprite images, and anet character a50 and a ping-pong table character a51 as text screen.Score indicator areas a521 and a522 are formed, respectively, on theupper and lower portions to indicate score of the relevant game players.

Referring to FIG. 15, the racket input device 80 has an accelerationsensor 56 similar to that of the foregoing embodiment. The accelerationsensor 56 outputs an acceleration-correlated signal to an MCU 84. TheMCU, e.g. single-chip microcontroller, converts theacceleration-correlated voltage signal inputted from the accelerationsensor into a digital signal and digital-modulates to be supplied to aninfrared-ray LED 34. The digital-modulated infrared-ray signals from therespective infrared-ray LEDs 34 of the two racket input devices 80 arereceived by the infrared-ray receiver 30′ of the game machine 12, andthen digital-demodulated and inputted to the game processor 40. Thedigital signal in an amount of 1 bit is transmitted as “1” or “0”depending upon on or off of a switch 82. Consequently, the gameprocessor 40 checks the bit, thereby determining which game player hasput a serve ball.

In the sensing table-tennis game apparatus 100, in brief the gamemachine 12, or game processor 40, receives acceleration data containedin the infrared-ray signals from the two racket input devices 80 anddetermines a moving speed of the racket input device 80. When the movingspeed reaches a peak, the game processor 40 determines a parameter ofball a43 movement to move the ball a43 in the game scene according tothe parameter.

The racket input device 80 includes a grip part 86 and a ball-hittingpart 88 extending from a tip of the grip, as shown in FIG. 16. Thesegrip part 86 and ball-hitting part 88 are integrally formed, forexample, by a two-split plastic housing. Bosses 90 and 92 are formed inan interior of the ball-hitting part 88 of the plastic housing of theracket input device 80, to bond together the two-split housing parts.The boss 90 is further fixed with a piezoelectric buzzer 52 serving asan acceleration sensor 56 (FIG. 15). In the lower housing, a boss 94 isfurther formed to mount a printed circuit board 96 on the boss 94. Aswitch 82 and MCU 84 shown in FIG. 15 is attached on the printed board96. In the lower housing, a boss 98 is further formed to fixed thereonan LED board 100. On the LED board 100, an infrared-ray LED 34 isattached. Incidentally, electrical connection is provided between thepiezoelectric buzzer, or acceleration sensor 56, the MCU 84, the switch82 and the infrared-ray LED 34, as shown in FIG. 15.

Referring to FIG. 17, explanation is made on the operation that a movingspeed of the racket input device 80 is detected to hit back the ball a43(FIG. 14). In the first step S21, the game processor 40 resets a movingspeed value for the racket input device 80 retained in the moving speedregister (not shown) formed in the internal memory 42 (FIG. 15).

Thereafter, the game processor 40 in step S22 fetches a moving speed asdetermined in FIG. 7 and determines whether the fetched moving speed is“0” or not, i.e. whether the game player has swung the racket inputdevice 80 or not. If the game player has swung the racket input device80, the moving speed is not “0” and hence the process proceeds to thenext step S23. When the moving speed is “0”, the process proceeds tostep S25.

In the step S23, the game processor 40 determines whether the fetchedmoving speed is smaller than the value retained in the moving speedregister (moving speed<retained value) or not. In the beginning ofswinging of the racket input device 80, the moving speed graduallyincreases, and accordingly “NO” is determined in this step S23.Accordingly, the game processor 40 replaces the retained value in themoving speed register with a moving speed at that time. That is, themoving speed is updated of its retained value.

In the advance of swing of the racket input device 80, the moving speedsoon reaches a peak and then gradually decreases. It can be determinedin the step S23 whether the moving speed of the racket input device 80has reached a peak or not.

Subsequently, the game processor 40 determines whether the ball a43(FIG. 14) has reached a ball-return limit position or not. Thisdetermination can be made by detecting whether the ball a43 in depthposition (known by the CPU) has moved to a position assumed as aball-return limit or not.

The fact of determination “YES” in the step S23 before the ball a43 hasreached the ball-return limit position means that no peak of the movingspeed has detected before reaching the ball-return limit position afterhitting back of the ball a43 or hitting a serve ball a43 by the opponentplayer. In other words, this means a disagreement between the timing ofswinging the racket input device 80 by the game player and the timing ofmovement of the ball a43, i.e. the swing was after the ball a43 hasreached the ball-return limit position. In this case, the game processor40 determines as “missed swing”. However, the moving speed remaining “0”in the step S22 means that the racket input device 80 has not beenswung. In this case, the game processor 40 will determine as out ball orsafe ball, by whether the ball a43 reach position is on the ping-pongtable a51 (FIG. 14) or not.

The steps S22 to S24 are repeated until the ball a43 has reached theball-return limit position. In this process, if “YES” is determined instep S23, then it means that the moving speed due to swing of the racketinput device 80 has reached a peak. In this case, in step S26 gameprocessor 40 determines the parameters of a moving speed in a reversedirection, a direction and the like of the ball a43 hit back by theracket. The ball a43 is moved according to the parameters thusdetermined.

According to the FIG. 13 embodiment, when the game player swings theracket input device 80 to a ball movement in the game scene, a movingspeed of the input device 80 is detected to hit back the ball accordingto the speed and timing thereof, thereby moving the ball as a hit ballin the game scene. In accordance with a position to which the ballmoves, etc., determination is made as out ball or safe ball just like ina usual table-tennis game. Accordingly, in this embodiment, the gameplayer is allowed to swing the racket input device 80, thereby enjoyinga realistic feeling that could not have been experienced in theconventional television game.

Incidentally, the FIG. 13 embodiment showed the competition-type sensingtable-tennis game apparatus using to racket input devices 80. However,it is possible to enjoy a “single play” using only one racket inputdevice 80. The game screen in this case displays, in the entire screen,one athlete a49, one ball a43, one net a50 and one ping-pong table, asshown in FIG. 18. However, background images such as spectator seats maybe displayed if required. In the case of a “single play”, hitting backby the athlete a49 will be under control of the game processor a40.Incidentally, although only one acceleration sensor was provided in theracket input device 80, the provision of four or at least threeacceleration sensors enables detection of an X-axis (left and right)direction and a Y-axis (forward and backward) direction of theball-hitting part 88. This will achieve higher level of control, thusmaking possible to make the game more interesting.

The foregoing embodiments concretely explained on the baseball andtable-tennis games. However, this invention is also applicable todesired ball games that an input device to be moved or displaced in thethree-dimensional space by the game player is used to cause a change inthe ball character on the game scene according to an acceleration(moving speed or displacing speed) of the input device.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope of the present invention being limited only by the terms ofthe appended claims.

1-8. (canceled)
 9. A body-sensing game apparatus for playing by firstand second game players a game by displaying a character on a screen ofa display, comprising: a first input device to be grasped and moved in athree-dimensional space by the first game player; a second input deviceto be grasped and moved in a three-dimensional space by the second gameplayer; first signal output means incorporated in the first input deviceto output a first acceleration correlated signal according to anacceleration upon moving the first input device in the three-dimensionalspace; second signal output means incorporated in the second inputdevice to output a second acceleration correlated signal according to anacceleration upon moving the second input device in thethree-dimensional space; first control means for making a change on thecharacter in accordance with the first acceleration correlated signal;and second control means for making, in accordance with the secondacceleration correlated signal, a change on the character that is madeto be changed by the first control means, wherein the second controlmeans determines, when the character thrown by a pitcher characteraccording to the first input device reaches a catcher position, a strikeor ball in accordance with a destination position of the character and astrike zone being set, at a time it is determined based on the secondacceleration correlated signal that the second input device was notswung.
 10. The body-sensing game apparatus according to claim 9, whereinthe first control means controls in accordance with the firstacceleration correlated signal the movement of the character that isthrown by the pitcher character being displayed on the screen, and thesecond control means determines, in accordance with the position of thecharacter that is thrown by the pitcher character and the secondacceleration correlated signal, whether or not the character that isthrown by the pitcher character is hit back.
 11. The body-sensing gameapparatus according to claim 10, wherein the first input device includesan external switch being operable by the first game player so as tocontrol a path of the character that is thrown by the pitcher character.12. The body-sensing game apparatus according to claim 9, wherein thegame is a baseball game, and the first input device is a ball-type inputdevice and the second input device is a bat-type input device.
 13. Amethod for controlling a body-sensing game played by first and secondgame players on a game apparatus for playing a game by displaying acharacter on a screen of a display, the game apparatus comprising afirst input device to be grasped and moved in a three-dimensional spaceby the first game player; a second input device to be grasped and movedin a three-dimensional space by the second game player; first signaloutput means incorporated in the first input device to output a firstacceleration correlated signal according to an acceleration upon movingthe first input device in the three-dimensional space; and second signaloutput means incorporated in the second input device to output a secondacceleration correlated signal according to an acceleration upon movingthe second input device in the three-dimensional space, comprising thesteps of: making a change on the character in accordance with the firstacceleration correlated signal; making in accordance with the secondacceleration correlated signal, a change on the character after thecharacter has been changed by the step of making the change on thecharacter in accordance with the first acceleration correlated signal;and determining, when the character thrown by a pitcher characteraccording to the first input device reaches a catcher position, a strikeor ball in accordance with a destination position of the character and astrike zone being set, at a time it is determined based on the secondacceleration correlated signal that the second input device was notswung.
 14. The method according to claim 13, wherein in the step ofmaking the change on the character in accordance with the firstacceleration correlated signal, the movement of the character that isthrown by the pitcher character being displayed on the screen iscontrolled in accordance with the first acceleration correlated signal,and the method further comprising: determining, in accordance with theposition of the character that is thrown by the pitcher character andthe second acceleration correlated signal, whether or not the characterthat is thrown by the pitcher character is hit back.
 15. A computerprogram embodied in a computer-readable storage medium for executing acomputer process in an electronic device, the computer process includinga method for controlling a body-sensing game played by first and secondgame players on a game apparatus for playing a game by displaying acharacter on a screen of a display, the game apparatus comprising afirst input device to be grasped and moved in a three-dimensional spaceby the first game player; a second input device to be grasped and movedin a three-dimensional space by the second game player; first signaloutput means incorporated in the first input device to output a firstacceleration correlated signal according to an acceleration upon movingthe first input device in the three-dimensional space: and second signaloutput means incorporated in the second input device to output a secondacceleration correlated signal according to an acceleration upon movingthe second input device in the three-dimensional space, the methodcomprising the steps of: making a change on the character in accordancewith the first acceleration correlated signal; making in accordance withthe second acceleration correlated signal, a change on the characterafter the character has been changed by the step of making the change onthe character in accordance with the first acceleration correlatedsignal; and determining, when the character thrown by a pitchercharacter according to the first input device reaches a catcherposition, a strike or ball in accordance with a destination position ofthe character and a strike zone being set, at a time it is determinedbased on the second acceleration correlated signal that the second inputdevice was not swung.
 16. The computer program embodied in thecomputer-readable storage medium according to claim 15, wherein in thestep of making the change on the character in accordance with the firstacceleration correlated signal, the movement of the character that isthrown by the pitcher character being displayed on the screen iscontrolled in accordance with the first acceleration correlated signal,and the method further comprising: determining, in accordance with theposition of the character that is thrown by the pitcher character andthe second acceleration correlated signal, whether or not the characterthat is thrown by the pitcher character is hit back.
 17. A body-sensingball game apparatus for playing by a game player a game by displaying aball character on a screen of a display, comprising: an input device tobe grasped and moved in a three-dimensional space by the game player; asignal output unit incorporated in the input device to output anacceleration correlated signal according to an acceleration upon movingthe input device in the three dimensional space; and a control unitoperable to make a change on the ball character in accordance with theacceleration correlated signal, wherein the control unit determines,when the ball character thrown by a pitcher character reaches a catcherposition, a strike or ball in accordance with a destination position ofthe ball character and a strike zone being set, at a time it isdetermined based on the acceleration correlated signal that the inputdevice was not swung.
 18. The body-sensing game apparatus according toclaim 17, wherein the game is a baseball game, and the input device is abat-type input device.
 19. A method for controlling a body-sensing gameplayed by a game player on a game apparatus for playing a game bydisplaying a ball character on a screen of a display, the game apparatuscomprising an input device to be grasped and moved in athree-dimensional space by the game player; and a signal output unitincorporated in the input device to output an acceleration correlatedsignal according to an acceleration upon moving the input device in thethree dimensional space, comprising steps of: making a change on theball character in accordance with the acceleration correlated signal;and determining, when the ball character thrown by a pitcher characterreaches a catcher position, a strike or ball in accordance with adestination position of the ball character and a strike zone being set,at a time it is determined based on the acceleration correlated signalthat the input device was not swung.
 20. A computer program embodied ina computer-readable storage medium for executing a computer process inan electronic device, the computer process including a method forcontrolling a body-sensing game played by a game player on a gameapparatus for playing a game by displaying a ball character on a screenof a display, the game apparatus comprising an input device to begrasped and moved in a three-dimensional space by the game player; and asignal output unit incorporated in the input device to output anacceleration correlated signal according to an acceleration upon movingthe input device in the three dimensional space, the method comprising:making a change on the ball character in accordance with theacceleration correlated signal; and determining, when the ball characterthrown by a pitcher character reaches a catcher position, a strike orball in accordance with a destination position of the ball character anda strike zone being set, at a time it is determined based on theacceleration correlated signal that the input device was not swung.